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  • #46
    quote:

    Originally posted by Sirotnikov on 05-12-2001 12:27 PM
    Colonies must be connected with road to one's city. So does it means no colonies overseas?? And how about resources that are found in the sea (like whales)?


    I assume overseas colonies will require a port in the receiving city, and that the colony is assumed to have a port. Inland colonies will require a road connected to the port colony.

    Now all they need to do is specify what they're doing with espionage, let us know how customizable the game is (including # of civs), and go into detail about how combat will work- especially aerial combat & stacking.

    I'm consitently stupid- Japher
    I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

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    • #47
      Hmm.

      Dan: If a colony requires a road to work, can you build your own road to a foreign colony, destroy their road, and steal the resource?

      Also, they said that overseas colonies will work with harbors.

      Oh, and to whichever Firaxian was responsible for getting the Pyramids right (white walled and gold capped) thank you!
      [This message has been edited by Bell (edited May 12, 2001).]
      "In the beginning was the Word. Then came the ******* word processor." -Dan Simmons, Hyperion

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      • #48
        I noticed that most of the flat land types had green and grey marks on them (to delineate production, ala civ2). But they don't look that great. Wouldn't it be better to simply say (in the manual) that plains produce I 1 shield, grassland 1shield+1food, and then have a special fertile (black earth?) symbol for those especially rich grasslands that produce 2 food?

        It would make the map look nicer, cleaner, and less obviously tiled. The shield/food marks really throw the symmetry in your face.

        I know, this is probably "test" landscape and the final will look much better. Just general griping.

        :::Krypter:::
        Sic Semper Tyrannis

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        • #49
          The city view looks fine, but the map view... hmmm... I wonder how to put it. How about this: The map view does look a bit, err, weirdish, especially the greens and blues are slightly, err, disturbing, I mean, is this really, err, *OUR* world? Or is this slightly scifi-ish, fantasy-ish look intended to prepare us for the fact that the Greys will be included as a nation?

          Just joking, but I really think the map colours should undergo some change toward the natural.
          Now, if I ask myself: Who profits from a War against Iraq?, the answer is: Israel. -Prof. Rudolf Burger, Austrian Academy of Arts

          Free Slobo, lock up George, learn from Kim-Jong-Il.

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          • #50
            You know, one of the best things in the shot was the iron that popped up when you discoved iron working. This will be cooler than I first imagined. Think, what you think is a worthless city, suddenly becomes the most powerful city in the world after oil is discovered there.

            The resource system looks amazing!

            And did anyone yet comment on the Legion? Special Unit of the Romans? I thought that was going to raise an uproar?
            “I give you a new commandment, that you love one another. Just as I have loved you, you also should love one another. By this everyone will know that you are my disciples, if you have love for one another.”
            - John 13:34-35 (NRSV)

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            • #51
              quote:

              Originally posted by Imran Siddiqui on 05-12-2001 05:03 PM
              You know, one of the best things in the shot was the iron that popped up when you discoved iron working. ...
              And did anyone yet comment on the Legion? Special Unit of the Romans? I thought that was going to raise an uproar?


              Not only an uproar, it might also raise gameplay issues. Will we find out that in every second game the Romans won´t have access to iron, so they won´t be able to build legions unless a kindly soul supplies them with iron to help them conquer the world?

              Now, if I ask myself: Who profits from a War against Iraq?, the answer is: Israel. -Prof. Rudolf Burger, Austrian Academy of Arts

              Free Slobo, lock up George, learn from Kim-Jong-Il.

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              • #52
                Quote: As for colonies, the resources go to whoever builds a colony and connects it with a road first. Consequently, colonies become key while your borders are expanding, and if you leave them unguarded or weakly guarded, you will pay the price. Also, since colonies need to be connected to a city with roads, an enemy can destroy your roads and sever the connection to that resource.

                These colonides look like a nice idea, the hole game does anyway. I didn't get it though: How does one build a colony? With a worker? With colonist? Wouldn't that be too expencive? Why should I build just a colony were I could build a city? Dan? Anyone?

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                • #53
                  quote:

                  These colonides look like a nice idea, the hole game does anyway. I didn't get it though: How does one build a colony? With a worker? With colonist? Wouldn't that be too expencive? Why should I build just a colony were I could build a city? Dan? Anyone?


                  Workers can build colonies as an action. It won't cost you population.
                  Cheaper and faster than building a city.


                  :::Krypter:::
                  Sic Semper Tyrannis

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                  • #54
                    quote:

                    Originally posted by Simpson II on 05-12-2001 12:14 PM
                    You didn't play Smac, did you? That's exactly what they decided to make the AI do there. It would bring up a stack of 20-30 troops, then move them around pillaging while my bases were defended solely by 1-1-1 scout infantry. Very bad idea, the AI should attack when it has massed troops.


                    Well, obviously the AI must do reoccuring checkups on what types & quantitys of fortified units the HP-empire have, before it decides what strategy to follow. That goes without saying, dont you think.

                    Call it "AI cheating" or whatever, I dont care - the burden of inferior tactical overview still lays heavily on the AI anyway. Infact, I see it as an re-balancing 100% fair AI-benefit to at least give it free info-access about city-guarding HP-units (without spy-unit - only HP must use spy) - all in the name of overal better gameplay and AI-resistance

                    Besides; If the problem in Civ-2 spelled "blind" (fruitless) HP citywall-bashing, and the problem in SMAC spelled "blind" HP terrain-pillaging (still better) - wouldnt it then be a step forward to promote a suggestion that make the AI more "seeing" and "informed" in this respect?

                    [This message has been edited by Ralf (edited May 12, 2001).]

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                    • #55
                      As I understand it, colonies are a new tile improvement that allows the player to access a resource outside the borders. So, colonies do not require pop, they are simply tile improvements.

                      ------------------
                      No permanent enemies, no permanent friends.
                      'There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. The war we fight is not against powers and principalities, it is against chaos and despair. Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender. The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.'"
                      G'Kar - from Babylon 5 episode "Z'ha'dum"

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                      • #56
                        OK! Makes sence.

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                        • #57
                          quote:

                          Originally posted by Mike Breitkreutz on 05-11-2001 07:43 PM
                          Programmer art, baby!

                          -MB
                          please welcome one more firaxian

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                          • #58
                            quote:

                            Originally posted by Imran Siddiqui on 05-12-2001 05:03 PM
                            You know, one of the best things in the shot was the iron that popped up when you discoved iron working. This will be cooler than I first imagined. Think, what you think is a worthless city, suddenly becomes the most powerful city in the world after oil is discovered there.

                            The resource system looks amazing!



                            I echo your sentiments.
                            Rome rules

                            Comment


                            • #59
                              quote:

                              Originally posted by Ralf on 05-12-2001 06:33 PM
                              If the problem in Civ-2 spelled "blind" (fruitless) HP citywall-bashing, and the problem in SMAC spelled "blind" HP terrain-pillaging (still better) - wouldnt it then be a step forward to promote a suggestion that make the AI more "seeing" and "informed" in this respect?
                              [This message has been edited by Ralf (edited May 12, 2001).]


                              I agree, I have always said that the AI needs to cheat in these kinds of ways.
                              Rome rules

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                              • #60
                                Workers are increasingly becoming mobile "population points", and building colonies is one of their more spectacular abilities. Unlike terrain improvements, colonies consume the worker, much like a city consumes the settler. You don't get the worker back if your territory merges with the colony (the editors will probably allow this to be customized). Workers can also be merged with cities, captured if unattended, and even traded with your neighbors. In this game you need to defend your TERRITORY, not just your cities, or you will be swiftly punished. I find myself building hillside fortresses more in this game than Civ2/SMAC et al. One advanage of this terrain improvement is the zone of control it gives units normally without one (read: most ancient and middle ages units). But it's their ability to protect vital trade roads, colonies, and goods that makes them invaluable.

                                Jeff

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